Move line working variables to r_line

This commit is contained in:
Magnus Norddahl 2017-01-02 03:12:51 +01:00
parent c5281df691
commit 34bd21449b
5 changed files with 98 additions and 95 deletions

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@ -28,6 +28,43 @@ namespace swrenderer
FWallCoords WallC;
FWallTmapVals WallT;
double rw_backcz1;
double rw_backcz2;
double rw_backfz1;
double rw_backfz2;
double rw_frontcz1;
double rw_frontcz2;
double rw_frontfz1;
double rw_frontfz2;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markportal;
bool rw_havehigh;
bool rw_havelow;
float rw_light;
float rw_lightstep;
float rw_lightleft;
fixed_t rw_offset;
double rw_midtexturemid;
double rw_toptexturemid;
double rw_bottomtexturemid;
double rw_midtexturescalex;
double rw_midtexturescaley;
double rw_toptexturescalex;
double rw_toptexturescaley;
double rw_bottomtexturescalex;
double rw_bottomtexturescaley;
FTexture *rw_pic;
// Transform and clip coordinates. Returns true if it was clipped away
bool FWallCoords::Init(const DVector2 &pt1, const DVector2 &pt2, double too_close)
{

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@ -25,4 +25,41 @@ namespace swrenderer
extern FWallCoords WallC;
extern FWallTmapVals WallT;
extern double rw_backcz1;
extern double rw_backcz2;
extern double rw_backfz1;
extern double rw_backfz2;
extern double rw_frontcz1;
extern double rw_frontcz2;
extern double rw_frontfz1;
extern double rw_frontfz2;
extern fixed_t rw_offset_top;
extern fixed_t rw_offset_mid;
extern fixed_t rw_offset_bottom;
extern int rw_ceilstat, rw_floorstat;
extern bool rw_mustmarkfloor, rw_mustmarkceiling;
extern bool rw_prepped;
extern bool rw_markportal;
extern bool rw_havehigh;
extern bool rw_havelow;
extern float rw_light;
extern float rw_lightstep;
extern float rw_lightleft;
extern fixed_t rw_offset;
extern double rw_midtexturemid;
extern double rw_toptexturemid;
extern double rw_bottomtexturemid;
extern double rw_midtexturescalex;
extern double rw_midtexturescaley;
extern double rw_toptexturescalex;
extern double rw_toptexturescaley;
extern double rw_bottomtexturescalex;
extern double rw_bottomtexturescaley;
extern FTexture *rw_pic;
}

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@ -73,16 +73,6 @@ int doorclosed;
bool r_fakingunderwater;
extern bool rw_prepped;
extern bool rw_havehigh, rw_havelow;
extern int rw_floorstat, rw_ceilstat;
extern bool rw_mustmarkfloor, rw_mustmarkceiling;
double rw_backcz1, rw_backcz2;
double rw_backfz1, rw_backfz2;
double rw_frontcz1, rw_frontcz2;
double rw_frontfz1, rw_frontfz2;
static BYTE FakeSide;
int WindowLeft, WindowRight;

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@ -90,48 +90,12 @@ bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
//
// regular wall
//
extern double rw_backcz1, rw_backcz2;
extern double rw_backfz1, rw_backfz2;
extern double rw_frontcz1, rw_frontcz2;
extern double rw_frontfz1, rw_frontfz2;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markportal;
bool rw_havehigh;
bool rw_havelow;
float rw_light; // [RH] Scale lights with viewsize adjustments
float rw_lightstep;
float rw_lightleft;
static double rw_frontlowertop;
static int rw_x;
static int rw_stopx;
fixed_t rw_offset;
static double rw_scalestep;
static double rw_midtexturemid;
static double rw_toptexturemid;
static double rw_bottomtexturemid;
static double rw_midtexturescalex;
static double rw_midtexturescaley;
static double rw_toptexturescalex;
static double rw_toptexturescaley;
static double rw_bottomtexturescalex;
static double rw_bottomtexturescaley;
FTexture *rw_pic;
static fixed_t *maskedtexturecol;
@ -153,41 +117,6 @@ inline bool IsFogBoundary (sector_t *front, sector_t *back)
(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
}
//
// R_RenderMaskedSegRange
//
float *MaskedSWall;
float MaskedScaleY;
static void BlastMaskedColumn (FTexture *tex)
{
// calculate lighting
if (fixedcolormap == NULL && fixedlightlev < 0)
{
R_SetColorMapLight(basecolormap, rw_light, wallshade);
}
dc_iscale = xs_Fix<16>::ToFix(MaskedSWall[dc_x] * MaskedScaleY);
if (sprflipvert)
sprtopscreen = CenterY + dc_texturemid * spryscale;
else
sprtopscreen = CenterY - dc_texturemid * spryscale;
// killough 1/25/98: here's where Medusa came in, because
// it implicitly assumed that the column was all one patch.
// Originally, Doom did not construct complete columns for
// multipatched textures, so there were no header or trailer
// bytes in the column referred to below, which explains
// the Medusa effect. The fix is to construct true columns
// when forming multipatched textures (see r_data.c).
// draw the texture
R_DrawMaskedColumn(tex, maskedtexturecol[dc_x]);
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
// Clip a midtexture to the floor and ceiling of the sector in front of it.
void ClipMidtex(int x1, int x2)
{
@ -288,11 +217,11 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
goto clearfog;
}
MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
MaskedScaleY = ds->yscale;
float *MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
float MaskedScaleY = ds->yscale;
maskedtexturecol = (fixed_t *)(openings + ds->maskedtexturecol) - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
float rw_scalestep = ds->iscalestep;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
@ -422,7 +351,21 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
{
for (dc_x = x1; dc_x < x2; ++dc_x)
{
BlastMaskedColumn (tex);
if (fixedcolormap == nullptr && fixedlightlev < 0)
{
R_SetColorMapLight(basecolormap, rw_light, wallshade);
}
dc_iscale = xs_Fix<16>::ToFix(MaskedSWall[dc_x] * MaskedScaleY);
if (sprflipvert)
sprtopscreen = CenterY + dc_texturemid * spryscale;
else
sprtopscreen = CenterY - dc_texturemid * spryscale;
R_DrawMaskedColumn(tex, maskedtexturecol[dc_x]);
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
}
}
@ -530,8 +473,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
mceilingclip = openings + ds->sprtopclip - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
float *MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
// find positioning
side_t *scaledside;
@ -1020,10 +962,8 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
// CALLED: CORE LOOPING ROUTINE.
//
void R_RenderSegLoop ()
void R_RenderSegLoop(int x1, int x2)
{
int x1 = rw_x;
int x2 = rw_stopx;
int x;
double xscale;
double yscale;
@ -1305,7 +1245,7 @@ void R_NewWall (bool needlights)
{ // two-sided line
// hack to allow height changes in outdoor areas
rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling);
double rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling);
if (frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
backsector->GetTexture(sector_t::ceiling) == skyflatnum)
@ -1587,10 +1527,9 @@ bool R_StoreWallRange (int start, int stop)
draw_segment->tmapvals = WallT;
draw_segment->siz1 = 1 / WallC.sz1;
draw_segment->siz2 = 1 / WallC.sz2;
draw_segment->x1 = rw_x = start;
draw_segment->x1 = start;
draw_segment->x2 = stop;
draw_segment->curline = curline;
rw_stopx = stop;
draw_segment->bFogBoundary = false;
draw_segment->bFakeBoundary = false;
if(fake3D & 7) draw_segment->fake = 1;
@ -1788,7 +1727,7 @@ bool R_StoreWallRange (int start, int stop)
}
}
R_RenderSegLoop ();
R_RenderSegLoop (start, stop);
if(fake3D & 7) {
return !(fake3D & FAKE3D_FAKEMASK);

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@ -34,7 +34,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2);
void R_RenderSegLoop ();
void R_RenderSegLoop(int x1, int x2);
extern float rw_light; // [RH] Scale lights with viewsize adjustments
extern float rw_lightstep;